Compute.cs 5.8 KB

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  1. using Ryujinx.Graphics.GAL;
  2. using Ryujinx.Graphics.Gpu.Image;
  3. using Ryujinx.Graphics.Gpu.Shader;
  4. using Ryujinx.Graphics.Gpu.State;
  5. using Ryujinx.Graphics.Shader;
  6. using System;
  7. namespace Ryujinx.Graphics.Gpu.Engine
  8. {
  9. partial class Methods
  10. {
  11. /// <summary>
  12. /// Dispatches compute work.
  13. /// </summary>
  14. /// <param name="state">Current GPU state</param>
  15. /// <param name="argument">Method call argument</param>
  16. public void Dispatch(GpuState state, int argument)
  17. {
  18. uint qmdAddress = (uint)state.Get<int>(MethodOffset.DispatchParamsAddress);
  19. var qmd = _context.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
  20. GpuVa shaderBaseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress);
  21. ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset;
  22. int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
  23. int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
  24. for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
  25. {
  26. if (!qmd.ConstantBufferValid(index))
  27. {
  28. continue;
  29. }
  30. ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
  31. ulong size = (ulong)qmd.ConstantBufferSize(index);
  32. BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
  33. }
  34. ShaderBundle cs = ShaderCache.GetComputeShader(
  35. state,
  36. shaderGpuVa,
  37. qmd.CtaThreadDimension0,
  38. qmd.CtaThreadDimension1,
  39. qmd.CtaThreadDimension2,
  40. localMemorySize,
  41. sharedMemorySize);
  42. _context.Renderer.Pipeline.SetProgram(cs.HostProgram);
  43. var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
  44. var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
  45. TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
  46. TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
  47. TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
  48. ShaderProgramInfo info = cs.Shaders[0].Info;
  49. for (int index = 0; index < info.CBuffers.Count; index++)
  50. {
  51. BufferDescriptor cb = info.CBuffers[index];
  52. // NVN uses the "hardware" constant buffer for anything that is less than 8,
  53. // and those are already bound above.
  54. // Anything greater than or equal to 8 uses the emulated constant buffers.
  55. // They are emulated using global memory loads.
  56. if (cb.Slot < 8)
  57. {
  58. continue;
  59. }
  60. ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
  61. int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
  62. cbDescAddress += (ulong)cbDescOffset;
  63. SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
  64. BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
  65. }
  66. for (int index = 0; index < info.SBuffers.Count; index++)
  67. {
  68. BufferDescriptor sb = info.SBuffers[index];
  69. ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
  70. int sbDescOffset = 0x310 + sb.Slot * 0x10;
  71. sbDescAddress += (ulong)sbDescOffset;
  72. SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
  73. BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
  74. }
  75. BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
  76. BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
  77. var textureBindings = new TextureBindingInfo[info.Textures.Count];
  78. for (int index = 0; index < info.Textures.Count; index++)
  79. {
  80. var descriptor = info.Textures[index];
  81. Target target = ShaderTexture.GetTarget(descriptor.Type);
  82. textureBindings[index] = new TextureBindingInfo(
  83. target,
  84. descriptor.Binding,
  85. descriptor.CbufSlot,
  86. descriptor.HandleIndex,
  87. descriptor.Flags);
  88. }
  89. TextureManager.SetComputeTextures(textureBindings);
  90. var imageBindings = new TextureBindingInfo[info.Images.Count];
  91. for (int index = 0; index < info.Images.Count; index++)
  92. {
  93. var descriptor = info.Images[index];
  94. Target target = ShaderTexture.GetTarget(descriptor.Type);
  95. Format format = ShaderTexture.GetFormat(descriptor.Format);
  96. imageBindings[index] = new TextureBindingInfo(
  97. target,
  98. format,
  99. descriptor.Binding,
  100. descriptor.CbufSlot,
  101. descriptor.HandleIndex,
  102. descriptor.Flags);
  103. }
  104. TextureManager.SetComputeImages(imageBindings);
  105. BufferManager.CommitComputeBindings();
  106. TextureManager.CommitComputeBindings();
  107. _context.Renderer.Pipeline.DispatchCompute(
  108. qmd.CtaRasterWidth,
  109. qmd.CtaRasterHeight,
  110. qmd.CtaRasterDepth);
  111. _forceShaderUpdate = true;
  112. }
  113. }
  114. }